Ocean Domain

Oceanic Domain Spells
Cleric Level Spells
1st fog cloud, speak with animals
3rd alter self, misty step
5th tidal wave*, waterbreathing
7th control water, watery sphere*
9th maelstrom*, control winds*

Bonus Cantrips

You know the cantrip shape water* if you do not already know it.

Wrath of the Waves

Also at 1st level, you can torrentuously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed saving throw and is pushed back 10 feet, and half as much damage (and is not pushed) on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Bonus Proficiencies

Also starting at 1st level, you gain proficiency with Tridents and Nets. You gain proficiency in either Athletics or Nature.

Priest of the Sea

At 1st level, you gain a swimming speed equal to your base walking speed while wearing armor weighing less than 35lbs (for medium creatures- 25lbs for small creatures) or no armor and while not using a shield.

Channel Divinity: Torrential Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the waves with unchecked ferocity. As an action, you present your holy symbol and invoke the name of your deity. A forceful 10-foot-high wave of cold water erupts in a 30ft-radius circle around you. All creatures within the circle must succeed on a Strength saving throw or take xd6 cold and xd6 bludgeoning damage and be pushed back 10 feet and knocked prone. (x equals your proficiency bonus) Creatures take half as much damage and are not pushed and knocked down on a successful saving throw. Creatures of the Huge size and larger are not pushed back and knocked prone. You must not be in the air when you do this.

Marine Whisperer

At 6th level, as an action you may attempt to charm a marine creature with an Intelligence score less than or equal to your cleric level. The target must succeed on a Wisdom saving throw or is charmed by you for 1 hour or until you or an ally damages the creature. While the creature is charmed, it may obey reasonable commands and is friendly to you and creatures you designate. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Seaborne

At 17th level, you have can breathe water as well as air. Your swim speed increases by 15 feet. When you use your Torrential Wrath feature, the effect’s radius is extended to 60 feet, the wave is 20 feet tall and the distance creatures are pushed back increases to 15 feet. Huge creatures can now be pushed and knocked prone by this feature.

ELEMENTAL EVIL SPELLS

Shape Water
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

You choose an area of water that you can see within
range and that fits within a 5-foot cube. You manipulate
it in one of the following ways:
• You instantaneously move or otherwise change the
flow of the water as you direct, up to 5 feet in any
direction. This movement doesn’t have enough force
to cause damage.
• You cause the water to form into simple shapes
and animate at your direction. This change
lasts for 1 hour.
• You change the water’s color or opacity. The water
must be changed in the same way throughout. This
change lasts for 1 hour.
• You freeze the water, provided that there are no creatures
in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active at
a time, and you can dismiss such an effect as an action.

Tidal Wave
3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: Instantaneous

You conjure up a wave of water that crashes down on an
area within range. The area can be up to 30 feet long,
up to 10 feet wide, and up to 10 feet tall. Each creature
in that area must make a Dexterity saving throw. On a
failure, a creature takes 4d8 bludgeoning damage and
is knocked prone. On a success, a creature takes half
as much damage and isn’t knocked prone. The water
then spreads out across the ground in all directions,
extinguishing unprotected flames in its area and within
30 feet of it.

Watery Sphere
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a droplet of water)
Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 10-foot radius
on a point you can see within range. The sphere can
hover in the air, but no more than 10 feet off the ground.
The sphere remains for the spell’s duration.
Any creature in the sphere’s space must make a
Strength saving throw. On a successful save, a creature
is ejected from that space to the nearest unoccupied
space outside it. A Huge or larger creature succeeds
on the saving throw automatically. On a failed save, a
creature is restrained by the sphere and is engulfed by
the water. At the end of each of its turns, a restrained
target can repeat the saving throw.
The sphere can restrain a maximum of four Medium
or smaller creatures or one Large creature. If the
sphere restrains a creature in excess of these numbers,
a random creature that was already restrained by the
sphere falls out of it and lands prone in a space within
5 feet of it.
As an action, you can move the sphere up to 30 feet in
a straight line. If it moves over a pit, cliff, or other drop, it
safely descends until it is hovering 10 feet over ground.
Any creature restrained by the sphere moves with it. You
can ram the sphere into creatures, forcing them to make
the saving throw, but no more than once per turn.
When the spell ends, the sphere falls to the ground
and extinguishes all normal flames within 30 feet of it.
Any creature restrained by the sphere is knocked prone
in the space where it falls.

Maelstrom
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (paper or leaf in the shape of
a funnel)

Duration: Concentration, up to 1 minute
A mass of 5-foot-deep water appears and swirls in a
30-foot radius centered on a point you can see within
range. The point must be on ground or in a body of
water. Until the spell ends, that area is difficult terrain,
and any creature that starts its turn there must succeed
on a Strength saving throw or take 6d6 bludgeoning
damage and be pulled 10 feet toward the center.

Control Winds
5th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you
can see within range. Choose one of the following
effects when you cast the spell. The effect lasts for the
spell’s duration, unless you use your action on a later
turn to switch to a different effect. You can also use your
action to temporarily halt the effect or to restart one
you’ve halted.
Gusts. A wind picks up within the cube, continually
blowing in a horizontal direction that you choose.
You choose the intensity of the wind: calm, moderate,
or strong. If the wind is moderate or strong, ranged
weapon attacks that pass through it or that are made
against targets within the cube have disadvantage on
their attack rolls. If the wind is strong, any creature
moving against the wind must spend 1 extra foot of
movement for each foot moved.
Downdraft. You cause a sustained blast of strong
wind to blow downward from the top of the cube.
Ranged weapon attacks that pass through the cube
or that are made against targets within it have
disadvantage on their attack rolls. A creature must
make a Strength saving throw if it flies into the cube for
the first time on a turn or starts its turn there flying. On
a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the
cube, rising upward from the cube’s bottom edge.
Creatures that end a fall within the cube take only half
damage from the fall. When a creature in the cube
makes a vertical jump, the creature can jump up to 10
feet higher than normal.

Ocean Domain

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